Samapico
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Everything posted by Samapico
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For those who are waiting on KAS to be able to refuel vessels, there is a workaround using only KIS. You can store a small Oscar-B fuel tank in a Kerbal's inventory. Attach it to the source vessel; transfer fuel to it; detach it; attach it to the target vessel, transfer fuel; repeat until appropriate amount of fuel is transferred. Sure, it takes a while, but I was able to rescue a stranded ship that way. It might not be practical to refill large vessels that way, though. Assuming you are trying to transfer fuel between two vessels that don't have docking ports, I guess another thing you can do is store some small junior docking ports in your inventory, attach them on the vessels you want to link, and make them dock. If they don't have RCS to easily dock, you can also put RCS thrusters, and even some small monoprop tanks in your inventory!
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I have an idea of a feature that could be really useful. Not sure if it would be possible, though. What if we had a hotkey to replace a part by another one? Say you have a Mk2 rocket fuel fuselage part in the middle of your vessel with a bazillion things attached to it, and you want to change it to a jet fuel fuselage part. Right now you'd have to remove everything attached to the current part, remove it, put the new part, and put back everything attached to it. Of course, doing this with parts that are not the same size could do some weird things, but there might be a way to make it work.
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AVG's free version works fine too.
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That's too bad... I found Munseeker's Mk1 greenhouse that uses the cupola model... It uses a pretty simple and TAC-friendly config. I played around a little and applied that config to your greenhouses so they can work without the additional dll you had. It works fine, the only issue is that the models appear with the doors open by default, and the door animation appears to be implemented by your custom module. Is there any way to hook up the animations in your models without the dll somehow? Or at least have the model always show with the doors closed?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Samapico replied to TaranisElsu's topic in KSP1 Mod Releases
I'm playing around with the configs of Munseeker's Mk1 greenhouse, and the Lacuna CELSS greenhouse(s), and I'm trying to test them out on Kerbin. Oxygen is not consumed on Kerbin by the Kerbals, which makes sense... But carbon dioxide also appears to not be produced, which is weird. Is this intended behavior? Is it some kind of side effect of not consuming oxygen? -
I just almost did 2 maneuver nodes automatically with the flight computer. The only thing it won't do is clear the completed maneuver node so that it can aim at the next properly, but this doesn't require a remote connection, so it could still work to plan multiple nodes to be executed out of transmitter range. First, hit ">>" to show the commands queue. For the first node, simply hit "NODE", then "EXEC". For the next node, you have to know in how much time you will need to execute that node. Let's say that maneuver node is in 4 hours. You will first need to orient yourself towards that next maneuver, so you need to queue a "NODE" command before the burn, let's say in 3 hours 40 minutes. Type "3h40m" in the input box at the lower right corner, besides the ">" button, then click ">". The "Delay" should now display "3h40m", this means any command you input from now on will be executed in 3h40m from the time you input the action. Now, hit "Node", and a command to orient towards the maneuver node should show up in the queue with a 3h40m delay. Now, it would be nice if you could simply hit "Exec", and it would execute the next node, starting from 3h40m later, but that doesn't work, since the Exec command completely ignores the manual delay you just set. Instead, you have to input a manual burn. Set the "Throttle" slider to 100% (or less, as you wish), write the delta-v of your burn below it (e.g. "204.5m/s"), and prepare to click "BURN" to queue the command. Before queuing the command, you need to adjust the manual delay so that the burn starts exactly when you want. Your burn is probably 3h55m from now, so write that in the delay input again, hit ">", then hit "BURN" to queue your burn command. If you mess up, you can cancel a command from the queue and add it again with the proper delay. You can of course adjust the timing of your burns so they start a bit before the actual maneuver node. Once the first burn is completed, you'll have to hit the checkbox to clear that maneuver, otherwise your following "NODE" command will still orient the ship towards the first node. Repeat as necessary for more successive burns. The "V" button beside each queued action seems to simply set the "manual delay" we just used to whatever time is remaining until that command. It can be useful if you want to insert a command after another. Edit: Also, this page helped me understand: http://remotetechnologiesgroup.github.io/RemoteTech/guide/comp/
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Samapico replied to nightingale's topic in KSP1 Mod Releases
I had this contract: http://puu.sh/frEkF/9476959394.jpg (no deadline) For some reason, I ended up with a message that I had failed this contract. I don't have a screenshot of it cause I tried to reload a bit earlier, and when I came back to my current save, the message is not there, even though in my save file there is this (which appears to be the only appearance of that contract anywhere in the savefile): MESSAGESYSTEM { flash = False MESSAGE { title = Contract Failed message = <b>Create a communication network for Duna.</>~n~nYou have failed the contract 'Create a communication network for Duna.'.~n~n<b><#ED0B0B>Penalties for Failure:</></> <#ED0B0B>£ -262,500 </>~n~n color = 1 icon = 2 read = True } } The contract doesn't appear anywhere in my contract archives, and it appears that I did lose the money. Upon looking at my log, it appears to have happened just when I hit "reload database" in the debug menu (hoping to get some edited unrelated config updated). Here's a part of the log: I could provide the full log if you want it... But maybe there's something a bit wrong in the order things are reloaded or something? Maybe it's not something that can be fixed either. I guess I'll find the contract in my older quicksave and put it back in my persistent save to get the contract back.- 557 replies
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Samapico replied to cybutek's topic in KSP1 Mod Releases
KerbalEngineer seems to be running fine, but my log is getting filled with messages that don't look quite right... like 50 lines a second or so. It looks like this: Is this normal? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Samapico replied to rbray89's topic in KSP1 Mod Releases
I had the same issue, I think some (all?) of the things in the "Essential" part of the optional 4th step (doesn't make any sense, go figure) is actually required. -
Is there supposed to be a SCANsatKethane.dll or something like that? The mod description says: But I don't see an extra DLL anywhere, neither from Jenkins or from GitHub... I'm having trouble getting the Kethane to appear on the scansat maps. The "Kethane" option appears in the settings, but I don't see any pink spots. A post a few pages back said that the Kethane integration was broken. Is it still broken? I got SCANSat v8 and Kethane 0.9.2